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Arc Raiders play test: an extraction game that actually clicked

Arc Raiders heads to PC, PS5 and Xbox on October 30, following a Server Slam play test that drew almost 190,000 Steam players; third-person extraction meets base-building in a $40 premium launch.

Angel Kicevski by Angel Kicevski
October 20, 2025
in News, PC, PS5, Xbox
0

Arc Raiders arrives October 30, 2025 on PC, PS5, and Xbox Series X/S, and the recent Server Slam play test showed why the game is getting attention: players kept coming back, and the event peaked at nearly 190,000 concurrent Steam users. Set in a world where humanity lives underground while Arc machines dominate the surface, Arc Raiders blends extraction-run tension with wider action-adventure trappings. The Server Slam focused players on a single map, Dam Battlegrounds, but the broader world hints at Buried City, The Spaceport, The Blue Gate, and Stella Montis as future Topside playgrounds.

The map on offer felt deliberately roomy. Players could skulk through ruins, hunt salvage, and choose how messy or careful their runs would be. That flexibility matters: Arc Raiders is third-person, which helps the game stitch together a loot-and-lore loop aimed at both PvP-minded players and those who prefer exploration and character progression. That third-person camera matters in practice. Seeing a customised Raider move through the environment gives a sense of ownership that many extraction games miss. It also makes scanning for Arc patrols and environmental threats more readable, and it nudges the title toward players who care about worldbuilding as much as gunplay.

Arc Raiders manages to blur genre lines. The PvE Arc threats and enemy drones keep runs tense, while the PvP layer – and real human unpredictability from proximity chat and in-run encounters – makes every extraction feel like a gamble. The Server Slam turnout lent weight to that gamble; for more on player numbers and the event, see the Server Slam report on this site.

What works: the Dam Battlegrounds supports stealth, long-range stalking, and messy firefights without feeling like a one-note arena. Returning to the underground hub and offloading salvage, tinkering with benches, and trading for upgrades provided a satisfying loop even in limited play-test form.

What needs work: balance for low-geared players. Several runs started with Raiders deploying right next to multiple Arc drones, sometimes immediately after a previous-match wipe. Deploying without decent weapons, shields, or medicine can lead to a run-ending spiral that feels punitive rather than challenging. Free player loadouts in the test helped, but a gentler early curve or adjusted enemy threat for low-tier deployments may be worth exploring.

There is also a clear design choice to keep character presence front and centre. That will likely attract players who enjoy progression, cosmetic expression, and base-building as much as extraction tension. The hub, Speranza, felt like a place to breathe between runs – traders, crafting benches, and progression systems were present enough in the play test to promise deeper systems at launch.

Comments and reactions are welcome. Follow for updates and thoughts on what comes next: X, Bluesky, YouTube.

Tags: ARC RaidersEmbark Studios
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Embark calls ARC Raiders a 10-year game and won’t publish a public roadmap before launch

Angel Kicevski

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era. Now I am happily married to Margarita Kicevski, and have two beautiful children. My goal is to deliver fresh news and updates, but most of the time I want to work on guides. Since I have rebooted this website, I am planning on making it huge. Just you wait!

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